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Rigidbody vs. Character Controller
Hey guys, i'm very doubtful about which component I should use. So, let me know what u guys thing I should use and pls, y?
Answer by smirlianos · Jan 04, 2013 at 07:44 PM
It depends.
If you want a normal FPS or just a normal character, use the CharacterController. If you want an airplane, tank, vechicle etc, use the rigidbody.
Rigidbody is better when you need to add forces or something to an object, but if it's a normal character, I suggest the CharacterController
Yes, the CharacterController is a special capsule collider aligned to the Y axis, thus if works fine for biped characters - if they aren't supposed to lay down, because the capsule is always upright. The CharacterController is also much easier to control, and don't have weird and wild reactions when colliding to something - it just stops at the colliders. The Rigidbody, on the other hand, is too wild: it bounces and starts spinning when colliding with anything. If have to make a Rigidbody character, set rigidbody.freezeRotation to true and rigidbody.drag to a reasonable value (1 to 5, for instance), then use AddForce to move it - these settings make the rigidbody behave more like real world objects, while with the default values it looks like in outer space (freezeRotation only blocks physics rotation - you can rotate the object with transform.Rotate as usual).
Answer by Estevominador · Oct 15, 2016 at 04:25 PM
The big problem with the CharacterController is absolutely no reaction to the engine's physics, so you have to recreate a physics system just for it. Rigidbody is almost perfect for characters, let's say an explosion or a runover, you don't need to script that. The only thing that sucks about rigidbodies for characters is every little thing can stop it from moving.
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